/Engine/Source/Runtime/Engine/Classes/GameFramework/CharacterMovementComponent.h
On the client, calls theServerMovePacked_ClientSend()function with packed movement data. First theFCharacterNetworkMoveDataContainerfromGetNetworkMoveDataContainer()is updated with ClientFillNetworkMoveData(), then serialized into a data stream to send client player moves to the server.
virtual void CallServerMovePacked ( const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * NewMove, const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * PendingMove, const [FSavedMove_Character](API\Runtime\Engine\GameFramework\FSavedMove_Character) * OldMove )